Luke McIntosh's profile

UNIVERSITY PROJECT -Terrain Generation

This video demostrates the collision detection as it currently stands - there is vast room for improvement. It is also important to note the huge framerate drop created by the recording software.
Project Details
 
This project displays a program capable of generating triangular terrain suitable for a 3D game world. It's coded in c++ and displayed using openGL.
 
Variables which can be altered are:
-The size of the area's depth and width.
-The difference in height between two consecutive points.
-The chance for the height to alter between two consecutive points.
Inputting different combinations of these variables can lead to  the creation of interesting landscapes.
 
Collision detection (thought sill a little buggy) is made more effective by utilizing the octree technique. This refines the selection of triangular planes which could possibly be colliding with any given game object, giving the program less 'checks' do do each frame.
 
 
Screencap of a low height variation landscape
Screencap of  a high height variation landscape
 
Screencap of a larger sized landscape
Further development of this system aims to:
-Offer automated octree depth. should the smallest of areas hold too many triangle, a further subdivision should occur.
-File writing to save a generated landscapes format. 
UNIVERSITY PROJECT -Terrain Generation
Published:

UNIVERSITY PROJECT -Terrain Generation

Procedually generated terrain with modifiable variables which can be used to create landscapes for video games in 3D.

Published:

Creative Fields